I feel the damage of the mine should be 90 instead of 80 otherwise he will become less reliable at securing kills which is his main problem currently. Apart from this minor change I would strongly recommend, this change could help Junkrat for the better

I feel the damage of the mine should be 90 instead of 80 otherwise he will become less reliable at securing kills which is his main problem currently. Apart from this minor change I would strongly recommend, this change could help Junkrat for the better

Concussion Mine Has 2 charges, 5 second rechargeDeals 50 damage and launches target in the air if target is on the groundDeals 200 damage if target is in the air

This allows Junkrat burst mobility, juggling / control, a combo kill possibility against close range opponents if he has both charges up, and the ability to challenge a Pharah by rocket jumping toward her.

Edit: and as a bonus will punish people who bunny hop at close range. Bunny hoppers deserve to die.

Results- Trap+Mine = 200 damage- Grenade+Mine = 210 damage- Trap is way more deadly. - Can't spam 2 mines and kill 200HP. For balance reasons.- Grenade + Mine is a much more frequent and consistent combo- Junkrat's survivability and mobility goes way up because he can use a ConcMine every 4 seconds to engage/retreat.

This is pretty close to what we're trying with him, and what will likely be on the PTR when it comes back up. Currently on our internal builds Junkrat has 2 charges of his Concussion Mine. This allows you to do all kinds of cool stuff like launch yourself into a fight and still have a charge to escape with, or launch yourself up into a Pharah and still have a charge to try and kill her with. Previously this was possible before but you had to plant one on the ground and then wait for the cooldown to come back before doing this. That is still possible, which allows for a triple jump now if you want/need that, but now it is a lot more reliable to do with 2. It has been a ton of fun to play with so far.

We're also looking at making his ult a bit better. We're experimenting with a movement speed increase or a health increase on the tire. We wouldn't do both things but in either case it should be more reliable to use in more situations.

Results- Trap+Mine = 200 damage- Grenade+Mine = 210 damage- Trap is way more deadly. - Can't spam 2 mines and kill 200HP. For balance reasons.- Grenade + Mine is a much more frequent and consistent combo- Junkrat's survivability and mobility goes way up because he can use a ConcMine every 4 seconds to engage/retreat.

This is pretty close to what we're trying with him, and what will likely be on the PTR when it comes back up. Currently on our internal builds Junkrat has 2 charges of his Concussion Mine. This allows you to do all kinds of cool stuff like launch yourself into a fight and still have a charge to escape with, or launch yourself up into a Pharah and still have a charge to try and kill her with. Previously this was possible before but you had to plant one on the ground and then wait for the cooldown to come back before doing this. That is still possible, which allows for a triple jump now if you want/need that, but now it is a lot more reliable to do with 2. It has been a ton of fun to play with so far.

We're also looking at making his ult a bit better. We're experimenting with a movement speed increase or a health increase on the tire. We wouldn't do both things but in either case it should be more reliable to use in more situations.

Results- Trap+Mine = 200 damage- Grenade+Mine = 210 damage- Trap is way more deadly. - Can't spam 2 mines and kill 200HP. For balance reasons.- Grenade + Mine is a much more frequent and consistent combo- Junkrat's survivability and mobility goes way up because he can use a ConcMine every 4 seconds to engage/retreat.

This is pretty close to what we're trying with him, and what will likely be on the PTR when it comes back up. Currently on our internal builds Junkrat has 2 charges of his Concussion Mine. This allows you to do all kinds of cool stuff like launch yourself into a fight and still have a charge to escape with, or launch yourself up into a Pharah and still have a charge to try and kill her with. Previously this was possible before but you had to plant one on the ground and then wait for the cooldown to come back before doing this. That is still possible, which allows for a triple jump now if you want/need that, but now it is a lot more reliable to do with 2. It has been a ton of fun to play with so far.

We're also looking at making his ult a bit better. We're experimenting with a movement speed increase or a health increase on the tire. We wouldn't do both things but in either case it should be more reliable to use in more situations.

So if JR is becoming less clunky and quicker on the CDs, can we expect to see this same treatment in someone who has the longest cooldowns in the game and is also a french sniper?